FMS

Ships Ahoy

Ships Ahoy is a fundamental movement skills game where the gym becomes a ship and the teacher becomes the captain. Students run, freeze, and crew up on command, getting dozens of reps at tuned-in listening without ever being told to sit still and listen.

Overhead diagram of a gym set up as a ship, with the captain in the centre circle and the bow, stern, port and starboard marked on each side.

Learning Targets

I can tune in, take in, and check in when the captain makes a call.
I know what my body is doing at each step of tuned-in listening.
I understand how tuned-in listening lets me answer a call on my own instead of copying the crowd.

Game Overview

Play Area
  • The gym is the ship and the teacher is the captain. The students are pirates in training.
  • The centre circle is the captain's quarters. A free throw circle works well.
  • The front of the ship is the bow, the back is the stern, the left side is port, and the right side is starboard.
  • Mark the four sides with cones or wall markers if your gym lines do not already make them obvious.
Goal
  • Respond to every call from the captain by tuning in, taking in, and checking in, then moving to the right place or into the right action.
Play
  • Students begin in the captain's quarters. The captain makes a call, students respond to it, and the captain calls "Captain's quarters!" to bring the crew back in whenever it is time to teach something new or reset.
  • Directional calls send students to a location on the ship: bow, stern, port, starboard, or back to the captain's quarters.
  • Individual action calls ask students to freeze wherever they are and perform an action, such as scrubbing the deck, climbing the rigging, or balancing in the crow's nest.
  • Group action calls ask students to find a set number of partners and perform an action together, such as forming a crew huddle or a fishing net.
  • Once a call is learned, it stays in the mix. The captain builds the game by adding one new call at a time and then mixing it into everything that came before it.
  • There is no elimination. A student who misses a call looks around, sees what everyone else is doing, and joins in.

Assessment Ideas

  • Observation Tools can be used to assess whether students move on the call or move after watching their classmates.
  • Exit Tickets can be used to assess whether students can name the three steps of tuned-in listening.
  • Self-Assessment Check-Ins can be used to assess which step of tuned-in listening students find hardest.

Safety

Directional calls send the whole class toward the same wall at the same time, so establish a heads up, eyes up rule before your first call and reinforce it between rounds.

Barnacles sends students to a wall at speed. Only call it when students have enough room to slow down before they arrive.

Hit The Deck and Kraken put students on the floor while others are still moving, so make sure the crew knows to look before they drop.

Teacher Notes

Pick your bow before students arrive and keep it in the same place all year. Once the ship is oriented, port and starboard stop being a guessing game and start being a memory.

I introduce the actions in alternating levels. Hit The Deck is on the floor, Lighthouse is standing, Kraken is on the floor, Crow's Nest is standing. It keeps the kids moving and gets them back on their feet before they are off running again.

There is no elimination in this game. Nobody gets sent to the brig for missing a call. The whole point is reps, and reps disappear the moment you start removing kids. A missed call is a Not Yet, not a strike.

Mutiny is worth saving for last. It gets a big laugh and it is a great note to end a round on.

Printable Game Sheet

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Game Builds

Builds allow you to increase the game's complexity, one layer at a time.

1
Build
1

Learn The Ship

Ships Ahoy build one diagram, showing students running toward the bow after the captain's call.

Introduce one location at a time.

Start with the bow. Tell the crew which way the ship is sailing and that the front of the ship is called the bow. Call "To the bow!" and send them there, then bring them back with "Captain's quarters!".

Add the stern, then mix the two. Add starboard, then mix all three. Add port, then mix all four.

Once every location is in the mix, keep calling them in an unpredictable order so students cannot guess what is coming next.

Discussion Questions

  • How did you know where to go when I called "Starboard"?
  • What happened in your body when you heard a call you did not know yet?

Assessment Ideas

  • Observation Tools can be used to assess whether students move on the call or after watching their classmates.

Teacher Notes

Resist mixing calls too early. Students need a couple of clean reps of each location before it becomes useful in the mix.

2
Build
2

All Hands On Deck

Ships Ahoy build two diagram, showing students scattered across the gym dropping into the scrub the deck action.

Before this build, teach tuned-in listening: tune in, take in, check in.

Then introduce the individual action cards one at a time, the same way you introduced the locations. "Everybody tune in. Take it in. Here's our first action."

The mix now includes both locations and actions, so students have to hear the call before they can decide whether to run or drop.

Discussion Questions

  • Which is harder to hear, a place or an action? Why do you think that is?
  • What does tuning in look like when you are already running?

Assessment Ideas

  • Exit Tickets can be used to assess whether students can name the three steps of tuned-in listening.

Teacher Notes

I introduce the actions in alternating levels. Hit The Deck is performed on the floor, Lighthouse is performed standing up, Kraken is on the floor, Crow's Nest is standing up. It keeps the kids moving and gets them back on their feet before they are off running again.

The action cards also double as your intensity dial. Hit The Deck and Cannonball bring the energy down. Kraken and Climb The Rigging bring it up.

3
Build
3

Crew Calls

Ships Ahoy build three diagram, showing students gathered into small crews after a fishing nets call.

Introduce the group action cards.

These calls require students to find a set number of partners before they can perform the action, which means the listening now has a deadline attached to it.

Keep the locations and individual actions in the mix so students never know whether the next call will send them running, drop them to the floor, or send them looking for a crew.

Discussion Questions

  • What made it easy or hard for your crew to get organized?
  • How did your crew make sure everybody knew what the call was?

Assessment Ideas

  • Observation Tools can be used to assess whether students share the call with peers who missed it.

Teacher Notes

Finding partners is a social skill as much as a listening one, so have a plan for the student who ends up without a crew. "If you can't find a crew, raise your hand and a crew will wave you over" works well and puts the responsibility on the group instead of the individual.

Mutiny is worth saving for last. It gets a big laugh and it is a great note to end a round on.

Away on Thursday?

Print the game sheet, leave it on your desk, and your sub has everything they need: the diagrams, the builds in order, what to say, and what to watch for. This one is $4. #PhysEdU Plus members get all 39, free forever, for $49 a year.

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